/*
 * Copyright (c) 2010, Thiago Campos Viana.
 *
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in
 *       the documentation and/or other materials provided with the
 *       distribution.
 *     * Neither the name of Thiago Campos Viana nor the names of its
 *       contributors may be used to endorse or promote products derived
 *       from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
 * OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package kernel.gamecode;

import java.net.InetAddress;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;

/**
 *
 * @author Thiago Campos Viana
 */
public class GameLoopThread implements Runnable {
    /**
     *
     */
    public List<Player> players = new ArrayList<Player>();
    private static final int FRAME_DELAY = 40; // 20ms. implies 50fps (1000/20) = 50
    long cycleTime;
    /**
     *
     */
    public boolean active;
    /**
     *
     */
    public  Map map;

    private static GameLoopThread _instance;



    private GameLoopThread() {
        
        active = true;

        map = new Map();


        
        // construct object . . .
    }


    /**
     *
     * @return
     */
    public static synchronized GameLoopThread getInstance() {
        if (_instance == null) {
            _instance = new GameLoopThread();
        }

        return _instance;
    }

    public void run() {
        cycleTime = System.currentTimeMillis();

        while(active){

            update();
            synchFramerate();
        }
    }

    /**
     *
     */
    public void update(){
        map.update();
        
    }

    private void synchFramerate() {
        cycleTime = cycleTime + FRAME_DELAY;
        long difference = cycleTime - System.currentTimeMillis();
        try {
            Thread.sleep(Math.max(0, difference));
        } catch (InterruptedException e) {
        }
    }

    /**
     *
     * @param regionId
     * @param name
     * @param address
     * @return
     */
    public void addPlayer(Player p){
        p.region.addPlayer(p);
        players.add(p);

    }

    /**
     *
     * @param regionId
     * @param name
     * @param address
     * @return
     */
    public boolean removePlayer(Player player){
        
        player.save();

        Iterator<Player> it = player.region.players.iterator();

        while (it.hasNext()) {
            Player p = it.next();
            if(player.id==p.id){
                it.remove();
                break;
            }            
        }

        it = players.iterator();

        while (it.hasNext()) {
            Player p = it.next();
            if(player.id==p.id){
                it.remove();
                break;
            }

        }
        
        player=null;
        return true;

    }
}
